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source: code/branches/usability/src/orxonox/gamestates/GSLevel.cc @ 8013

Last change on this file since 8013 was 7978, checked in by rgrieder, 14 years ago

Increased code readability by replacing some BLANKSTRING with plain old "".

  • Property svn:eol-style set to native
File size: 6.8 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *      Benjamin Knecht
27 *
28 */
29
30#include "GSLevel.h"
31
32#include <OgreCompositorManager.h>
33
34#include "util/Clock.h"
35#include "core/input/InputManager.h"
36#include "core/input/InputState.h"
37#include "core/input/KeyBinderManager.h"
38#include "core/Core.h"
39#include "core/Game.h"
40#include "core/GameMode.h"
41#include "core/GUIManager.h"
42#include "core/Loader.h"
43#include "core/XMLFile.h"
44#include "core/command/ConsoleCommand.h"
45
46#include "LevelManager.h"
47#include "PlayerManager.h"
48
49namespace orxonox
50{
51    DeclareGameState(GSLevel, "level", false, false);
52
53    static const std::string __CC_startMainMenu_name = "startMainMenu";
54    static const std::string __CC_changeGame_name = "changeGame";
55
56    SetConsoleCommand(__CC_startMainMenu_name, &GSLevel::startMainMenu).deactivate();
57    SetConsoleCommand(__CC_changeGame_name, &GSLevel::changeGame).defaultValues("").deactivate();
58
59    GSLevel::GSLevel(const GameStateInfo& info)
60        : GameState(info)
61        , gameInputState_(0)
62        , guiMouseOnlyInputState_(0)
63        , guiKeysOnlyInputState_(0)
64        , startFile_(0)
65        , bShowIngameGUI_(false)
66    {
67    }
68
69    GSLevel::~GSLevel()
70    {
71    }
72
73    void GSLevel::activate()
74    {
75        if (GameMode::showsGraphics())
76        {
77            gameInputState_ = InputManager::getInstance().createInputState("game");
78            gameInputState_->setMouseExclusive(TriBool::True);
79            gameInputState_->setHandler(KeyBinderManager::getInstance().getDefaultAsHandler());
80            KeyBinderManager::getInstance().setToDefault();
81
82            guiMouseOnlyInputState_ = InputManager::getInstance().createInputState("guiMouseOnly");
83            guiMouseOnlyInputState_->setMouseExclusive(TriBool::True);
84            guiMouseOnlyInputState_->setMouseHandler(&GUIManager::getInstance());
85
86            guiKeysOnlyInputState_ = InputManager::getInstance().createInputState("guiKeysOnly");
87            guiKeysOnlyInputState_->setKeyHandler(&GUIManager::getInstance());
88        }
89
90        if (GameMode::isMaster())
91        {
92            this->loadLevel();
93        }
94
95        if (GameMode::showsGraphics())
96        {
97            // level is loaded: we can start capturing the input
98            InputManager::getInstance().enterState("game");
99
100            // connect the HumanPlayer to the game
101            PlayerManager::getInstance().clientConnected(0);
102
103            ModifyConsoleCommand(__CC_startMainMenu_name).activate();
104        }
105
106        if (GameMode::isStandalone())
107            ModifyConsoleCommand(__CC_changeGame_name).activate();
108    }
109
110    void GSLevel::deactivate()
111    {
112        if (GameMode::showsGraphics())
113            InputManager::getInstance().leaveState("game");
114
115        // disconnect all HumanPlayers
116        PlayerManager::getInstance().disconnectAllClients();
117
118        if (GameMode::isMaster())
119            this->unloadLevel();
120
121        if (GameMode::showsGraphics())
122        {
123#if OGRE_VERSION < 0x010700
124            // unload all compositors (this is only necessary because we don't yet destroy all resources!)
125            Ogre::CompositorManager::getSingleton().removeAll();
126#endif
127
128            gameInputState_->setHandler(0);
129            guiMouseOnlyInputState_->setHandler(0);
130            guiKeysOnlyInputState_->setHandler(0);
131            InputManager::getInstance().destroyState("game");
132            InputManager::getInstance().destroyState("guiKeysOnly");
133            InputManager::getInstance().destroyState("guiMouseOnly");
134
135            ModifyConsoleCommand(__CC_startMainMenu_name  ).deactivate();
136        }
137
138        if (GameMode::isStandalone())
139            ModifyConsoleCommand(__CC_changeGame_name).deactivate();
140    }
141
142    void GSLevel::update(const Clock& time)
143    {
144        // Note: Temporarily moved to GSRoot.
145        //// Call the scene objects
146        //for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
147        //    it->tick(time.getDeltaTime() * this->timeFactor_);
148    }
149
150    void GSLevel::loadLevel()
151    {
152        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
153            this->staticObjects_.insert(*it);
154
155        // call the loader
156        COUT(0) << "Loading level..." << std::endl;
157        startFile_ = new XMLFile(LevelManager::getInstance().getDefaultLevel());
158        Loader::open(startFile_);
159
160        Core::getInstance().updateLastLevelTimestamp();
161    }
162
163    void GSLevel::unloadLevel()
164    {
165        Loader::unload(startFile_);
166        delete startFile_;
167
168        COUT(3) << "Unloaded level. Remaining objects:" << std::endl;
169        unsigned int i = 0;
170        for (ObjectList<BaseObject>::iterator it = ObjectList<BaseObject>::begin(); it != ObjectList<BaseObject>::end(); ++it)
171        {
172            std::set<BaseObject*>::const_iterator find = this->staticObjects_.find(*it);
173            if (find == this->staticObjects_.end())
174            {
175                COUT(3) << ++i << ": " << it->getIdentifier()->getName() << " (" << *it << "), references: " << it->getReferenceCount() << std::endl;
176            }
177        }
178        COUT(3) << i << " objects remaining.";
179        if (i == 0)
180            COUT(3) << " Well done!" << std::endl;
181        else
182            COUT(3) << " Try harder!" << std::endl;
183    }
184
185    /**
186    @brief
187        Starts the MainMenu.
188    */
189    /*static*/ void GSLevel::startMainMenu(void)
190    {
191        // HACK
192        Game::getInstance().popState();
193        Game::getInstance().popState();
194    }
195
196    /**
197    @brief
198        Terminates the current game and starts a new game.
199    @param level
200        The filename of the level to be started.
201    */
202    /*static*/ void GSLevel::changeGame(const std::string& level)
203    {
204        if(level != "")
205            LevelManager::getInstance().setDefaultLevel(level);
206
207        // HACK
208        Game::getInstance().popState();
209        Game::getInstance().popState();
210        Game::getInstance().requestStates("standalone, level");
211    }
212}
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